Core Spawn Seer
Core Spawn Seer CR: 13 (10,000 xp)
STR
14 +2
DEX
12 +1
CON
18 +4
INT
22 +6
WIS
19 +4
CHA
16 +3
Earth Glide. The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn’t disturb the material it moves through. Magic Resistance. The seer has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once. Fission Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone.
Reactions
Fuse Damage. When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage.
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